SVIEL'S PROFILE

It turns out that I really dislike words. Not surprisingly, I recently switched from a CS Engineering major to Creative Writing; practically left my degree at the altar.

I like fine-tuning mechanics and writing long novels on the beach.
Zoids | Whisper
A healer tries to piece paradise back together after tragedy strikes...or at least keep the shards from slipping through her fingers.

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Violent Whispers - Recruitment thread. (Programmer needed).

I can't take this on right now, but perhaps later on...I'll just sub to the thread and see if my schedule clears up.

ALSO where is the 'T' in 'Violent?'

Short mp3 -> looping ogg

I don't think this is all that complicated, but, if there's an easy way, I don't know it. I'll be getting to work on the hard way, but...who knows.

Basically, I have an mp3 that would loop rather nicely and need to fix it up so that it does. Ending filetype doesn't -have- to be .ogg, so long as it works properly.

Attempt 1: Got it converted, but instead of looping, it goes on to play a completely different music file...no idea why.

Attempt 2: Tried to fix the looping up in Audacity as described here: http://forums.rpgmakerweb.com/index.php?/topic/10987-make-looping-bgm-part-1-ogg-vorbis/
Everything went well until I got to the 'export' step, as 'export' is grey for some reason.

How important are: PLOT TWISTS?

If your story would not have made sense had the plot twist not happened, it's probably not a good twist. In such cases, the twist can be used to explain things or spice things up, but if it was never revealed, the experiences of the characters still would have been believable.

Secondly, the twist should not invalidate the preceding material, only show it in a new light. Nothing is more frustrating than being told that all that stuff you cared about earlier was actually worthless...but being told that perhaps your tears were being jerked by an undeserving fellow, that re-ignites the emotion with a new direction.

I would say they aren't absolutely necessary, though. Just, really easy to do and people don't usually get mad about them since they're so run-off-the-mill. If you're aiming for average, a plot-twist is a great way to get there.

The Amazing Stater Man 2

Apparently, I haven't played any of the top games.

On the other hand, 888 games with a dl and no review is a lot, so...I'll get on that.

Breaking the Fourth Wall

This sounds like a job for Yanfly's Gab Window, so you could have them heckling without interrupting the flow of the game.

A Strider's Tale Review

I wouldn't say I didn't enjoy it at all, gameplay aside, there were interesting bits and a beautiful backdrop for it all. My reviews always sound several shades more negative than I feel, though, because I spend more time talking about those things q_q

Statistical Combat System

author=McBick
The purpose of the system is to make the player feel like he/she doesn't have control over how well battles go.This will discourage players from just spamming enter to attack. Unfortunately as of now all you do is attack, heal, or use spells, but I want to add more to the system, so that battles have more factors/randomness.


That's going to discourage players from playing at all.

In a tabletop game, there's generally a whole lot more going on, and you have friends there to laugh away frustration if you get screwed by the dice.

In an RPG, even if the battles take the same amount of time, the battle in which you miss 50% of your attacks feels worse than the battle in which you land most of them. If we consider skills, a high miss rate prohibits strategy as you can't be reasonably certain that your skill will land in time.

Basically, you may be succeeding in emulating that one factor of tabletops, but it is only going to hurt you here. The only thing you can claim in the end is that you brought everyone's least favorite element of tabletops (angry dice gods) into RPGs.

Large Numbers!!!!

It gets pointless fast.

I like a few large numbers for emphasis, but if someone's hitting 4 digits I want the player to feel like they've really accomplished something. A character going from 3 digits to 4 is a big deal, but going from 6 to 7 is just routine. Thus, if I'm using numbers as part of the gameplay experience, I can pack more relative punch by keeping them condensed...no trails of 0s.

Hey everyone! (introduction and a quick question too!)

Give to me your game that I may review it~

Statistical Combat System

I don't want to play a combat system where so much is left up to chance.

I can't feel like I accomplish anything when stuff goes well, and I feel terrible when things go south and like I didn't deserve for that to happen. Serious agency issues.